Universal Rules Football Glossary:
- 1-2 (Pronounced one-two): An action where a player passes to a teammate, who immediately passes back.
- 7th man: A team's primary reserve, the first substitute to enter a game. Only in the indoor version.
- 11th man: A team's primary reserve, the first substitute to enter a game. Only in the outdoor version.
- 360: To elude a defender by doing a complete spin, making a 360-degree turn.
- 50-50 Ball: A loose ball, or a badly placed pass, that is as near to a player of one team as it is to a player of the opposing team, allowing both an equal chance of controlling it. Bad soccer, in which players lack the technique to control the ball properly, is often a succession of ugly little tackling battles for possession of fifty-fifty balls.
- Advantage: When a team possesses the ball and outnumbers the opponent near the opponent's goal.
- Air Ball (Also called "Lofted Ball" or "Lifted Ball"): when the ball is airborne. Only in the outdoor version.
- Assist: A pass to another basketball player that leads directly to a score.
- Attacking Team: The team that possesses the ball.
- Backfield: A team's defensive half of the field. As it refers to players, a team's defenders.
- Back Header: When a player uses his head to pass a ball backwards.
- Backing into a Pack: A mark taken by a player who is running or jogging backwards while facing the ball. These are particularly dangerous with an extremely high risk of collision from behind by players running at the ball at high speed. It is also highly difficult to keep eyes on the ball whilst expecting a high collision from behind.
- Back Tackle: When a defender tries to seize the ball from the carrier by the defender swinging his leg from behind to the front of the ball. Only in the outdoor version.
- Bag: Colloquialism for a large number of goals scored by one player.
- Ball Carrier: The player who possesses the ball.
- Ball In & Out of Play: For the ball to pass out of play, all of it must be outside all of the sideline or goal line (the lines can be up to five inches wide). Thus, a ball on the line is in play. Even a ball resting on the ground just outside the line is in play if any part of it is projecting over the line. Similarly, a goal is not scored until all the ball has passed over all the goal line. The position of the player controlling or dribbling the ball does not matter -- he can be standing or running with both feet outside the touchline, but as long as the ball is in play the game goes on.
- Ball Magnet: A player who accumulates a large number of possessions of the ball.
- Ball-Up: The act of a field umpire putting the ball back into play, either by throwing it vertically upwards into the air, or by bouncing the ball in such a way that it mimics the throwing action. A bounce-off is required at the start of each quarter, after a goal is scored or to restart the game from neutral situations in the field of play.
- Banana Kick (Also called “Checkside Kick”): A strategic kick used to angle the ball around an obstacle.
- Behind: A score (equivalent to 2 points), earned by putting the ball between a goal post and a behind post, or by the ball hitting a goal post, or by the ball being touched prior to passing between the goalposts. Only in the outdoor version.
- Behind Posts: The two shorter vertical posts 19.2m apart on the endline at each end of the ground, on either side of the goal posts. Only in the outdoor version.
Bench: The substitute players. - Bicycle Kick: A volley in which the player kicks the ball over his own head. This is not just a simple overhead kick, which can be accomplished keeping one foot on the ground. In the true bicycle kick, the player has both feet off the ground. With his body "floating" horizontally he uses a rapid pedaling motion of both legs (hence the bicycle reference) to kick the ball backward. The player is, in effect, performing a somersault as he kicks. This allows him to get his feet above the level of his head so that the trajectory of the ball can be kept down, essential for one of the bicycle kick's most spectacular uses as a shot on goal. The bicycle kick should not be confused with the Scissor Kick.
- Block Out or Box Out: A player using their body to stay between an opponent and the goal and thus get into better position for the ball.
- Blocked Shot ( Also called “Rejection”): When a defensive player makes contact with the ball while another player is shooting the ball.
- Blue Card: A blue card shown by the referee to a player being cautioned for a foul. It is always the first card to be shown for any violation for each player.
- Bounce Pass: In this pass, the ball bounces about two-thirds of the way from the passer to the receiver.
- Bump: A contact between players using the hip and/or shoulder.
- Center Line (Also called or "Halfway Line"): The line at the center of the field that divides the playing field in half.
- Charging: A violation in which an offensive player runs into a stationary opponent.
- Chest Mark: A catching the ball and drawing it in to the chest. This is considered the easiest mark to take, and is often used in wet weather. At professional level this skill is discouraged by coaches due to it giving opponents a much better chance of intercepting the ball from most directions.
- Chest Pass: The ball is passed directly from the passer's chest to the receiver's chest. This has the advantage that it takes the least time to complete, as the passer tries to pass as directly straight as possible.
- Clanger: An extremely bad mistake during play, such as kicking the ball to an opposition player
- Clear: To kick, or head the ball away from the goalmouth, thus killing an immediate threat to the goal. In theory, there ought to be two types of clearance: good, in which the ball is passed to a teammate to start an attack, or bad, in which the ball is hoofed anywhere.
- Complete Package: refers to a player who can do just about everything: score goals, dribble well, catch the ball, pass effectively, etc. from just about anywhere on the ground. Often will be used to describe a new recruit.
- Contested Mark: A player catching the ball against one or more opponents who are attempting to also mark or spoil the player attempting the mark.
- Corner Flags: Flags that mark the corners of the playing field.
- Corner Kick/Throw: The kick/throw that restarts a play when the ball goes out of bounds, the attacking team kicks or throws it inbound from the nearest corner.
- Creating Space: A player creates space around the ball carrier by moving without the ball in order to draw defenders away from him.
- Crossing Pass: To set up a scoring opportunity, a player near the sideline kicks or throws the ball to a player in the middle or opposite side of the field.
- Cushioning the Ball: When a player catches a pass, he relaxes his body in a way that absorbs the impact in order to control the ball.
- Cut: A quick move by an offensive player, usually toward the goal to get in position for a shot.
- Cut Down the Angle: The goalie moves out in front of the goal closer to an attacker to widen the barrier and create less net to shoot at.
- Cut Off: A player positions himself between an attacker and the player's goal, forcing the attacker toward the sidelines.
- Dead Ball: When play is stopped and the ball is not moving, it is a dead ball. All free kicks, including penalty kicks, have to be taken from a dead -- i.e., stationary -- ball.
- Dead-ball foul: A foul committed while the clock is stopped and the ball is not in play.
- Deflection: The ball bounces off of a player.
- Defenders: Team players not in possession of the ball who are defending their goal.
- Defense: The team without the ball.
- Deny the ball: Prevent an opponent from getting the ball by guarding him closely and staying between him and the player in possession of the ball
- Diving Mark: A player leaping horizontally to catch the ball before it hits the ground.
- Disposal: when a player in possession of the ball rids himself of the ball by hand or foot. An effective disposal finds a teammate. An ineffective disposal misses its intended target or ends up with an opposition player
- Double Dribble: When a player dribbles the ball, stops, then begins to dribble again. They may also switch dribbling methods.
- Double Team: When two teammates join efforts in guarding a single opponent.
- Dribbling: Moving the ball carefully forward by controlling it with the feet or bouncing it.
- Dual Player: Someone who plays multiple positions at a high level.
- Fake (Also called "Feint"): A deceptive move made by a ball carrier to fake the opponent into thinking the carrier is going to make a pass in another direction.
- Far Post: Also called "Back Post", the vertical beam (there are two beams that form either side of the goal) that is farthest from the ball. Only in the outdoor version.
- Fast Break: A play in which a team gains possession and then pushes the ball down the field quickly, hoping to get a good shot off before the other team has a chance to get back and set up on defense.
- Field: Uni Rules Football fields are by no means all the same size. International rules allow substantial variation, but the length (from 100 to 130 yards) must always be greater than the width (50 to 100 yards). Excessively narrow fields are a problem in the USA. Many fields are modified football fields, whose playing width of just over 53 yards can rarely be sufficiently enlarged to give the minimum 70 yards that a satisfactory field needs.
- Final siren: The siren that sounds to signal the end of the game.
- Fingertip Mark: When the player is only barely able to hold the ball with his fingers at full stretch. This type of mark carries a high risk of injury to fingers.
- Flagrant Foul: Unnecessary and/or excessive contact committed against an opponent.
- Forwards: Players positioned ahead of teammates whose main job is to score the goals.
- Foul (Also called “Infringement”): A violation. Usually, illegal contact between two players.
- Foul Trouble: When a player is nearing the limit for personal fouls before he is ejected from the game, or a team is nearing the limit in each period after which all fouls become shooting fouls.
- Free Kick: A possession of the ball given to a player as a result of an foul/infringement by an opposition player. Only in the outdoor version.
- Friendly: A purely recreational game, such as an exhibition or scrimmage.
- Frontfield: A team's offensive half of the field. As it refers to players, a team's center and forwards.
- Front Header: When a player strikes the ball in the air using the forehead in a forward direction.
- Front Tackle: When a defender approaches an attacker head on with intent to kick the ball away from the attacker.
- Goal: A maximum score (equivalent to 8 points), awarded when the ball legally crosses the goal line under the bar and between the posts. Only in the outdoor version.
- Goal Area: The designated area in front of the goal, 20 yards wide by 6 yards deep, where goal kicks are made.
- Goalkeeper: The player positioned in front of the goal whose job is to defend the goal.
- Goal Kick/Throw: A restart kick/throw from the goal area given to the defending team as a result of the attacking team contacting the ball just before it crossed the "goal line".
- Goal Posts: The two tall vertical posts above the crossbar, positioned 7yds apart. Only in the outdoor version.
- Gorilla: Colloquially, a large, strong defender who plays man-to-man defense against the strongest forwards.
- Handball: A legal disposal of the ball, executed by holding the ball on the flat palm of one hand and hitting it with the other clenched fist.Hand-balling may be used to score goals, overs, and behinds.
- Hand-Checking: A violation in which a defender uses his hand to impede a player's progress.
- Handpass: When a ball is slapped with the palm of the hand, rather than throwing. Hand-passing may be used to score goals, overs, and behinds.
- Hat Trick: When a player either 1) scores 3 or more goals, 2) scores 6 or more overs, 3) scores 12 or more behinds, or 4) any combination of goals, overs, and behinds that total at least 24 points in one game.
- Header: To head the ball is to play it with the forehead, whether the intention is a clearance, a pass, or a shot at goal. The British describe all three under the general term "header," but the American term "head-shot" to describe a header that is intended as a scoring effort is a useful addition to soccer's vocabulary (and, more than likely, another term of American origin that the English will refuse to adopt).
- High Mark: A player catching the ball whilst jumping up in the air.
- “Hit the Woodwork” (Also called “Poster”): A kick or throw which hits one of the posts. Only in the outdoor version.
- Hook: A curve ball caused by a kick or throw that "spins" it.
- Hopped Pass: A pass made high enough in the air to clear players' ability to catch it.
- Inside-Penalty: The act of dribbling or passing the ball inside the penalty box.
- Instep Drive: A straight shot taken with the instep of the foot.
- Interchange: The designated area of the ground where players wait to be allowed onto the field after another player has left, i.e. one player is interchanged for another.
- Juggle: To keep the ball above the ground using any part of the body except the arms and hands.
- Juggled Mark: When a player takes two or more touches of the ball to claim the mark. The player must appear to have had control of the ball to be awarded the mark. Importantly, the mark must be completed within the field of play to be paid as a mark; it should not be paid if the first touch was inside the boundary line, but the last outside.
- Jump Shot: A running shot where an offensive player will leap above defenders, with the objective of being above the defenders so they can get a clean shot at the goal.
- “Kick/Throw a Bag”: Refers to a player (usually a forward) who scores a large number of points in a game,
- Kick-in/Throw-in: Either 1) the return of the ball back into play after either an over or a behind has been scored, or 2) when ball goes out of bounds on the sideline or when the ball is last touched by a defensive player (excluding the goalie) and goes out of bounds over the endline. The kick-in/throw-in is taken from the spot where the ball crossed the sideline, or if it crossed the endline, from the nearest corner. The player taking the kick-in/throw-in must place one foot on the sideline to execute the throw. All opposing players must stay 3yds/3m away from the ball.
- Kill the Ball: To stop the ball "dead" with either a foot or a hand.
- Last Defender: The last field player nearest to the goal.
- Lead Pass: A pass made ahead of a receiver.
- Long Goal: A player throwing or kicking the ball into the goal net beyond the 3-point arc (3 points). Only in the indoor version.
- Man on the Mark: The defensive player who stands where his opponent took a mark or received a free kick. The man on the mark holds his arms in the air, in an attempt to block his opponent's kick, or at least force him to take the kick from several meters further back to prevent it from being blocked. Only in the outdoor version.
- Man-to-Man Defense: A one-on-one defense strategy in which a defender is assigned to "mark" or guard a player from the other team.
- Mark: A clean catch of the ball after it has been kicked by another player (either by a teammate or by the opposition), before it has touched the ground, or been touched by any other player, and after it has traveled a minimum of 15yds/15m. A player awarded the mark has the option of taking a "free" kick without interference from the opposition within 10 seconds or to immediately play on. Choosing the latter allows opposition players to attempt to catch and tackle him. The term also refers to the spot on the ground where the mark or free kick took place. Only in the outdoor version.
- Match: A game.
- Melee: An unacceptable gathering of players involved in deliberate physical contact. Can lead to suspensions and fines.
- Midfielders: Players positioned in between the defenders and the forwards who make passes between the defenders and the forwards. Only in the outdoor version.
- Mid Goal: A player throwing or kicking the ball into the goal net outside of the goal box, but inside of the 3-point arc (2 points). Only in the indoor version.
- Mismatch: Man-to-man markers are mismatched, skill-wise.
- National Team: An all-star team that represents a country in various international tournaments. National teams are supposed to consist of the very best players in the country, regardless of which club they play for. They are not permanent teams; they are assembled only to play in specific games or tournaments. The clubs are expected to cooperate by releasing the players for the required period (it may be just two or three days, or a month or more for the World Cup).
- Near Post: The goal post nearest to the ball. Only in the outdoor version.
- Nutmeg: To pass the ball between a player's legs.
- Offense: Also called "Attacking"; when a team has the ball.
- Offsides: Each team is never allowed to have more than 7 players on its defensive side of the field, and never allowed to have more than 6 players on its offensive end. Only in the outdoor version.
- On The Pine: sitting on the bench during a game
- One Handed Mark: A player catching the ball with only one hand. Rarely used in a contested situation where one player's arm is impeded by an opponent (which is typically a free kick anyway). While spectacular, this skill is discouraged by coaches due to a low percentage of success and is sometimes seen as "showing off" or "lairising".
- Open Space: Playing field space devoid of defenders, particularly between the ball and goal.
- Out in Front Mark: A player catching the ball with arms extended forward from the body. This skill is extremely difficult, particularly with the ball travelling low and at high speeds. At professional level this skill is preferred by coaches, as it gives opponents less chance of spoiling from behind, and if the ball spills, it will be "front and centre" of the player, which makes it much easier for rovers to predict and to execute game strategy.
- Out of Bounds: The ball is out of the playing field boundaries.
- Out of Play: A play is stopped usually because the ball is out of bounds or a foul has been called.
- Over: A score (equivalent to 4 points), earned by putting the ball between the goal posts and the crossbar. Only in the outdoor version.
- Overhead Mark: A player catching the ball with hands extended above the head
- “Over the mark”: A player from either team who crosses from his side of the mark when there is a free kick being taken is said to have gone over the mark. If the attacking player does this, he is called to “play on”; if the defending player does this, he is penalized with a penalty shot.
- Overtime: Time is added to an intercollegiate or championship "Regulation Game" that ends in a tie, to determine the winner.
- Pack: A mass of players from both sides all attempting to get the ball at the same time. Can be used for players flying for a mark or scrambling for the ball at ground level.
- Pass: A play, kick, throw, or strike of the ball with head, chest, arms, or thighs, to a teammate.
- Penalty Arc: The arc adjoining the penalty area, extending 10 yards from the penalty spot.
- Penalty Box (Also called "the 18-Yard Box" or simply "the Box"): the 44-yard x18-yard area surrounding the penalty mark (center), and situated alongside the goal line.
- Penalty Mark: The small marked spot from which penalty shots are made, extending 12 yards out from the center of the goal line.
- Penalty Shot: A throw or kick made from the penalty mark against his opponent's goalie after a foul.
- “Pepper The Goals”: When a team has numerous scoring chances, usually said when all those scoring shots result in more misses than scores.
- Period: A segment of game time. For example, a standard regulation game consist of three 20-minute periods.
- Personal Foul: Contact between players that may result in injury or provide one team with an unfair advantage; players may not push, hold, trip, hack, elbow, restrain or charge into an opponent.
- Pick: When an offensive player frees a teammate for a shot by establishing a stationary position that prevents a defensive player from guarding the shooter. If the player who is "setting a pick" is not stationary and contact is made with a defender, it is an offensive foul and his team loses possession of the ball. Also: screen.
- Pick-and-Roll: A play in which an offensive player sets a pick, then "rolls" toward the goal and takes a pass from a teammate for an open shot.
- Playmaker: A player who directs a team play by action or deed during a game.
- Play On: When a referee indicates no mark is awarded or advantage is paid.
- Playoff: An end-of-the-season game that determines the champion.
- Pop-It: To pass the ball to yourself.
- Possession: To have control of the ball.
- Press: Guard very closely.
- Pump Fake: A fake in which a player motions as if he is going to shoot the ball but holds back, hoping his defender will jump out of position.
- Punt: A useful way of measuring the sophistication of a soccer crowd is to listen to their reaction to a long punt by the goalkeeper. By soccer standards it is next to useless. As a pass, the high towering punt has two major drawbacks: The ball is in the air too long, allowing opponents plenty of time to cover the intended receiver, and when the ball finally does come down, the angle and the speed of its descent make it extremely difficult for a forward to control. The defender, of course, doesn't have to control it -- he merely either 1) heads hoofs it back whence it came or 2) catches it for a mark. Only in the outdoor version.
- Rainmaker (Also called “Screamer”): A high soaring kick or throw of the ball, usually a mark. Only in the outdoor version.
- Rangers: The equivalent of the midfielder in the indoor game. They are expected to run the most in a game. They should be able to penetrate deep in enemy territory on attack and make the transition to defense when the opposition retains possession of the ball
- Rebound: Either 1) when a player grabs a ball that after a missed shot attempt or 2) the act of moving the ball forward after winning it as the result of a turnover in the defensive end of the ground.
- Receiver: A player who receives a pass from his teammate.
- Red Card: Final card issued a player by the referee removing him from the game, after receiving five yellow cards for misconduct, leaving his team short a player for the remainder of the period.
- Red Time: The final few minutes of playing time in any quarter.
- Referee: The person in charge. His decisions on the field are final. He (or she) starts the game and, because under international rules he is also the official timekeeper, he (and not the scoreboard clock, should there be one) says when it is over. No player can enter or leave the field without his consent. He calls the fouls and has the power to caution players or to eject them from the game. He is also responsible for seeing that the ball and the players' equipment conform to the rules. He has two assistant referees, but their function is strictly advisory. If an assistant, for example, waves his flag to indicate offside, the referee does not have to whistle for the infraction - he is entitled to overrule the assistant and allow play to continue.
- Running Shot: When a player is dribbling the ball and takes a shot on goal.
- Save: The goalie intercepts a shot that would have otherwise entered the net and scored a goal.
- Scissor Kick: The side volley. The ball is kicked in the direction that the player is facing. The player leans sideways, throws his legs upward, and volleys the ball forward with a scissor-like motion as the kicking leg passes forward over the other leg. Not to be confused with the Bicycle Kick (q.v.).
- Scorebox: Also called "Danger Zone", refers to the area where goals are scored.
- Screen: When the offensive basketball player stands between a teammate and a defender to give his teammate the chance to take an open shot.
- Send Off: A player is removed from the game for earning two caution cards, or committing a serious foul during a game, leaving his team short handed.
- Set shot: A shot taken while a player has both feet on the floor in a set position.
- Shot Clock: The 45-second clock used to time possessions. A team must attempt a shot that either 1) goes into the goal, 2) goes over the crossbar, 3) hits the crossbar, 4) hits a goal post, or 5) hits a behind post within 45 seconds or else it loses possession of the ball.
- Short Goal: A player throwing or kicking the ball into the goal net inside of the goal zone ( 1 point). Only in the indoor version.
Sidelines (Also called “Touchlines”): A ball that goes out of play over the sidelines is said to have gone into touch. - Sin Bin: An area off the field of play where a player who has committed a foul can be sent to sit for a specified period.
- Slide Tackle: To use the feet in attempting to take the ball from an opponent's feet. A tackle may be accompanied by a legitimate shoulder charge, but there must be no holding, pushing, tripping, elbowing, or hip-checking. Clean tackling -- the ability to strip the ball from an opponent without fouling -- requires considerable skill. Unfortunately, the leniency shown to defenders has meant that many defenders are not good tacklers. They simply clatter into the guy with the ball, often from behind, and -- if called for a foul-- protest, "But I got the ball ref!" Possibly, but only by demolishing the opponent as well. FIFA's claim that its rule changes have banished the more violent tackles from behind is questionable - such tackles are still frequently seen.
- Slips Catch: A fingertip mark taken low to the ground,
- Spectacular Mark (Also called “Speccie” or “Spekkie”): When a player leaps high in the air to catch the ball. Additional elevation is achieved by using the legs to spring off the back or shoulders of one or more opponents and/or teammates. The movement of other players beneath the player marking can cause them to lose balance in midair and land or fall awkwardly, enhancing the spectacle of the mark.
- Spillage: Occurs when a ball comes off the top of a pack of players attempting to mark a ball.
- Spoil: To foil a player attempting to take a mark. Only in the outdoor version.
- Spray Shot: A poorly executed kick or throw at goal that comes 'off the side of the boot' or slips out of the hand’ and produces a behind.
- Standing one's ground: A mark taken by a player who is standing still. These are particularly difficult, because the player must wait in a stationary position, making it much easier for moving opponents to make better position. There is also a higher risk of collision with incoming players, meaning it requires courage.
- Traveling: When the ball handler takes too many steps without dribbling; also called walking.
- Turnover: When the offense loses possession through its own fault by passing the basketball out of bounds or committing a floor violation.
- Uncontested Possession: A possession achieved without having to engage in a contest.
- Wall Pass: a kick or throw that ricochets off a wall and is caught a player. Only in the indoor version.
- Weak Hand: In both handballing and handpassing, this is the left hand for right-handed people (and right for left-handers). It is often exploited by opponents.
- Whinge: To complain
- Wide: When a kick or throw at goal misses goal, the goalposts, and even the behind posts.
- With the flight of the ball: A mark taken running in the direction that the ball is travelling. In order to do this, the player must take their eyes off opposition players sometimes running at fast pace in the opposite direction. This type of mark is often branded "courageous", because in attempting the mark, the player must ignore the danger of a high speed collision with oncoming players.
- X-Factor: An indefinable quality about a player or team that gives them an advantage.
- Yellow Card: A yellow card shown by the referee to a player being sent to the sin bin for a foul. The 1st card signal a 2-minute sin bin with no replacement, the second card signals a 5-minute sin bin with no replacement, and the 3rd/final card signals an ejection from the game.
Zone Defense: A defensive strategy where each defender is responsible for an area of the court and must guard any player who enters that area.